• GMod - What are you working on? October 2015 (#50)
    345 replies, posted
[QUOTE=Hoffa1337;48856022]No checkpoints? :P[/QUOTE] They're invisible, not really needed since the track is so small.
[QUOTE=StonedPenguin;48847425]imo it's best not to fuck with the spawn menu. it's like custom escape menus, it's cool at first but gets old fast.[/QUOTE] 3D2D custom escape menus are cool you have to admit
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[QUOTE=PaX_;48859140]3D2D custom escape menus are cool you have to admit[/QUOTE] No, we don't. The escape menu shouldn't be a part of the gamemode. Changing it will just confuse and/or piss off users not familiar with your design.
Now its not much .. but here is a small teaser for Alternative Universe: [t]http://images.akamai.steamusercontent.com/ugc/642119050537741897/75DD9172B80C1B6E5FD31CE650D6D264C23F66BB/[/t] Alternative Universe is a basebuild gamemode (Because I find a lag of open basebuild gamemodes). Its going to be a PvPvE (If you don't have a .nav file, it'll be PvP only). - Day/Night system (Only need to tweak the variables a bit and add some effects). - Mobs will spawn doing the night and target any harvested resources/buildings. - The mobs WONT be zombies. I'll make something more evil. - Buildings: Turrets, drills, machines .. ect (I got a whole list). It'll be released on workshop if I finish it. Have in mind that only the basic entities and functions are don. It'll take some time to make. [Edit] As for my other gamemode: [url=https://www.youtube.com/watch?v=zM2uDbwLIc4]Melonsmash[/url]. I only need to redo some poorly and lazy made entities and release it on a date, where I can respond to any critical bugs. It can now run on any(most) maps, got its own kill icons and remade 70-80% of it to make it less lag'y. [t]https://dl.dropboxusercontent.com/u/14214411/pics/logo.png[/t] (Yes .. the logo is slightly ugly)
from now on, everything i create will be wrapped in a transformation matrix in one way or another i am annoyed that i only discovered this just now [video=youtube;h64AtfJzexs]http://www.youtube.com/watch?v=h64AtfJzexs&feature=youtu.be[/video]
I guess this is the only screenshot of my scoreboard I have right now. [img]http://i.imgur.com/rVfdvnW.png[/img]
Working on a system, exactly like steam group rewards, but just for burning board forums. It'almost done, however I can't provide any screenshots, because it's mostly serverside. :3 At the moment, it can register users, check wheter a username/email is valid/already in use. Also it automatically detects, when the user is registered in the forum and give some rewards, but only once.
[QUOTE=P4sca1;48864977]Working on a system, exactly like steam group rewards, but just for burning board forums. It'almost done, however I can't provide any screenshots, because it's mostly serverside. :3[/QUOTE] So why did you quote me if that has nothing to do with what you're working on?
[QUOTE=LUModder;48864985]So why did you quote me if that has nothing to do with what you're working on?[/QUOTE] That was by accident, I'm on my mobile phone and clicked the wrong button. I'm sorry
[QUOTE=LUModder;48864951]I guess this is the only screenshot of my scoreboard I have right now. [img]http://i.imgur.com/rVfdvnW.png[/img][/QUOTE] If that's your whole screen, it doesn't need to be this huge. Also, I doubt you will be able to fill each player panel with useful informtion. You should put the actual hostname where the "Players" panel label is, and get rid of the title bar. Get a better color scheme! That's all, besides the horrendous icon padding on the left.
[QUOTE=LUModder;48864951]I guess this is the only screenshot of my scoreboard I have right now. [img]http://i.imgur.com/rVfdvnW.png[/img][/QUOTE] Looks like you're trying to take the hacker menu you were working on before, and just use it again, but this time it doesn't fit. I would suggest trying something new, not every design is a sure-win for every situation.
[video=youtube;470X4tE5ySI]https://www.youtube.com/watch?v=470X4tE5ySI[/video] :toot: Also made a new interior! [IMG]http://images.akamai.steamusercontent.com/ugc/388791571500724132/677E6A88CE988AA3AFB0016E9704D096F5B29CA1/[/IMG]
[QUOTE=LegoGuy;48866755]-awsome stuff-[/QUOTE] Is that going to be a dlc for ARCBank?
[QUOTE=geferon;48866791]Is that going to be a dlc for ARCBank?[/QUOTE] This will actually be included with my slot machines once I release a huge update for them. The way it works is that a portion of the "income" generated by the slot machines goes into the safe. The safe will then be able to be raided with the ARCBank hacking device. It takes 1/4th of the time to unlock the safe than hack an ATM. The more people are around when the safe is unlocked, the more they can steal in total. However, because it uses some ARCBank functions and assets, the safe requires ARCBank to be installed. TL;DR The safe will be included with the slot machines, but requires ARCBank to work.
[QUOTE=LUModder;48864951]I guess this is the only screenshot of my scoreboard I have right now. [img]http://i.imgur.com/rVfdvnW.png[/img][/QUOTE] The silk icons look weird being so far left of the text.
[QUOTE=Noi;48864980]Sometime ago I made a minimap. [img]https://dl.dropboxusercontent.com/u/7313569/screenshots/minimap.png[/img] [/QUOTE] That's actually very nice. Do you only make Russian servers? I'd love to come check it out but unfortunately I don't think I'd fit in not speaking it or knowing what anyone/anything is saying.
[QUOTE=Python1320;48853151] [lua]local a=440 local k=54 local fts = 0.01 local q=0.03 hook.Add("HUDPaint","a",function() local ft = FrameTime() fts = fts*(1-q)+ft*q local sw,sh = ScrW(),ScrH() local swc= sh*0.1 local f = gui.MouseX()/sw f=f>1 and 1 or f<0 and 0 or f local fps = f*200 local ft = f*0.3+0.003 if not vgui.CursorVisible() then ft =fts fps=1/ft end local sft = (ft * -a + k) local txt= ("%-2.0f"):format(sft) local x,y = 32,swc surface.SetFont"Default" surface.SetTextColor(255,255,255,255) local tw,th = surface.GetTextSize(txt) surface.SetTextPos(x,y) surface.DrawText(txt) surface.DrawText' SFT' surface.SetTextPos(x,y+th) surface.DrawText(("%-2.0f"):format((1/ft))) surface.DrawText' FPS' surface.SetTextPos(x,y+th*2) surface.DrawText(("%-2.0f"):format((ft*10000)*0.1)) surface.DrawText' ms' surface.SetDrawColor(255,255,255,155) local h=3 surface.DrawRect(x,swc+th,(1/ft)*5,h) surface.DrawRect(x,swc+th+th,ft*5000,h) if sft<0 then surface.SetDrawColor(255,55,55,155) surface.DrawRect(x,swc,-sft*10,h) else surface.DrawRect(x,swc,sft*10,h) end --surface.DrawRect(x,swc+th+th+th,1/44-sft,h) end)[/lua][/QUOTE] Another thing in addition to this problem is that: According to the LUA API Directory, LUA cannot be multi-threaded. When the FPS drops, so does the call-count on the client. (LUA is relative to FPS) I use: [code](( 60 - 1 / FrameTime ) / 60 ) == Percent From 60FPS[/code] I.E. if FPS was 40.... ( 60 - 40 ) / 60 == ( 20 ) / 60 = 0.33333333333333333333333333333333% of FPS is missing. If only there was an existing hook that would be called constantly (smiliar to Think or Tick) but without losing calls when FPS drops( Not like Think or Tick). But that's something I would need C++ for. I need to create a binary module to allow me to call an algorithm I coded constantly... It's possible, just not in LUA. I am using this math for Clientside physics. Physics needs a constant time-table, yet the FPS is relative to the GPU of each client. It's difficult to calculate physics when the LUA slows up. I may resort to porting the rest of the calculations to the SERVER instead. Which would work, yet I wanted to keep most the physics Clientsided.
[QUOTE=EthanTheGreat;48869523]Another thing in addition to this problem is that: According to the LUA API Directory, LUA cannot be multi-threaded. When the FPS drops, so does the call-count on the client. (LUA is relative to FPS) I use: [code](( 60 - 1 / FrameTime ) / 60 ) == Percent From 60FPS[/code] I.E. if FPS was 40.... ( 60 - 40 ) / 60 == ( 20 ) / 60 = 0.33333333333333333333333333333333% of FPS is missing. If only there was an existing hook that would be called constantly (smiliar to Think or Tick) but without losing calls when FPS drops( Not like Think or Tick). But that's something I would need C++ for. I need to create a binary module to allow me to call an algorithm I coded constantly... It's possible, just not in LUA. I am using this math for Clientside physics. Physics needs a constant time-table, yet the FPS is relative to the GPU of each client. It's difficult to calculate physics when the LUA slows up. I may resort to porting the rest of the calculations to the SERVER instead. Which would work, yet I wanted to keep most the physics Clientsided.[/QUOTE] Why do you need a constant timestep?
[QUOTE=!cake;48869750]Why do you need a constant timestep?[/QUOTE] Here is what I'm working on: [t]https://dl.dropboxusercontent.com/u/17839069/C_295.png[/t] Clientside Car Physics (So there wont be lag when driving). Driving gets difficult when you go below 30FPS. Not everyone has a top-line PC so I can't expect a lot. [I]Clientside physics[/I] requires a [I]`constant`[/I] timestep. Without it, the velocity calculations wont work to it's fullest extent... (If I lose 1 step due to FPS drop, I double the velocity of the object). (doubling the velocity on that lost STEP means the car loses 1 STEP of actual [I]`proper`[/I] calculations.) Essentially, I want a constant timestep. Without one, I'm guessing. And Guessing is awful. If the object has a constant timestep, the smoother the physics will be. Skip one tick and it causes the physics to act different. I cannot use Think, and I cannot use Tick without it being slowed down by FPS lag. There is no alternative either for LUA. I don't think the language can do what I need it to do. I've been working on this for a while, and It's really upsetting to be limited by something out of my control. Perhaps an alternative would be out-sourcing the clientside physics to C++. I might consider it... If ya' got suggestions, LMK. Just Private Message me on Facepunch. [B]EDIT: I'm dealing with doubles. (float varibles) (Scale 0.05)[/B]
[QUOTE=EthanTheGreat;48870242]If I lose 1 step due to FPS drop, I double the velocity of the object). (doubling the velocity on that lost STEP means the car loses 1 STEP of actual [I]`proper`[/I] calculations.[/QUOTE] Why does your physics update routine assume that the interval between physics updates is constant? Please provide the physics equations you are simulating as well, even if you think they are obvious.
[QUOTE=!cake;48872028]Why does your physics update routine assume that the interval between physics updates is constant? Please provide the physics equations you are simulating as well, even if you think they are obvious.[/QUOTE] I don't see why he can't just use FrameTime, as that's how clientside prediction works in the Source engine for movement fuck pageking
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[QUOTE=Z0mb1n3;48872280]Because then if you have a lower framerate, your car would be much slower than those with higher framerates, as physics is completely controlled by the client, not just predicted (in his gamemode).[/QUOTE] This is not an argument against using FrameTime. This is a description of what can happen if you [b]don't[/b] use FrameTime in your physics update.
"Returns the time in seconds it took to render the last frame. This should be used for frame/tick based timing, such as movement prediction or animations." The FrameTime of 30FPS will be exactly double of 60FPS, 60FPS will be double of 120FPS, etc.... Have you even actually read what FrameTime is? Every game uses delta time for physics/prediction, which is (surprise!) what FrameTime is
[video=youtube;iXWOAFRNiXw]https://www.youtube.com/watch?v=iXWOAFRNiXw[/video] What do you think so far ?
[QUOTE=timmybo5;48873856][video=youtube;iXWOAFRNiXw]https://www.youtube.com/watch?v=iXWOAFRNiXw[/video] What do you think so far ?[/QUOTE] Looks awesome so far!
[QUOTE=LegoGuy;48866755][video=youtube;470X4tE5ySI]https://www.youtube.com/watch?v=470X4tE5ySI[/video] :toot: Also made a new interior! [IMG]http://images.akamai.steamusercontent.com/ugc/388791571500724132/677E6A88CE988AA3AFB0016E9704D096F5B29CA1/[/IMG][/QUOTE] Make a "bag" weapon, so you can just sweep all the money in an run? Contraband if caught with? haha just an idea.
[QUOTE=timmybo5;48873856] What do you think so far ?[/QUOTE] Is that Spy's Base? Also have you considered using Call of Duty viewmodels?
[lua] local tick = 0 local oldTime = SysTime( ) hook.Add( "Think", "Z", function( ) local frameTime = ( SysTime( ) - oldTime ) * 10; // Same as FrameTime, 10 is a multiplier oldTime = SysTime( ); for i = 0, math.round( frameTime ) do // This loops is required. Without it, the physics does not call in-time. (Sometimes calculations register too late, and affects performance, this is my way around it.) tick = tick + frameTime; hook.Call( "VEH_PHYS_TICK", GAMEMODE, frameTime ) // Method for car Phys // This may include Entity:SetVelocity( Vector( 0, 0, 1000 )) and stuff similar. // Traces, etc.. There's a lot more then just hook.Call. This process is medium (not that heavy) on performance. // Also, the velocity is multiplied by the frameTime. end end ) [/lua] The larger the delta-time, the more difficult the physics calculates. An example of what it would be like on FPS drop would be this [url=http://www.youtube.com/watch?v=S8vk2v0LMVE]video.[/url] Although that video is old, it shows how the physics calculates. When the frames drop, the calculations speed drops too. I've done some research for this problem. The player movement system uses a time regulator. Server pings the client every couple of seconds, and the player's movement speed gets changed depending on the reaction time. Maybe that's how I'll achieve regular FPS performance. Or, I could do what SpaceTech did, and code the Physics inside of C++ so that it runs faster. Either way, at this point it's tricky to come out with a concrete solution to my problem.
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